Two things are happening.
-The brightening of the sphere’s refraction is most likely caused by the ‘Affect All Channels’ option, which doubles the refraction information when composited in the described method (since the refraction information will be placed in the other channels as well).
-There seems to be information from the VRayHairMtl in the Refraction RE, which may also be duplicated analogically to the glass material (will discuss this with our developers).
For a correct composition, you would need to set the glass material’s refraction to affect all channels and remove the VRayRefraction RE from the equation.
Or just use the new VRayHairNextMtl as an alternative.
The “transmission” portion of the VRayHairMtl material is stored into the “Refraction” render element, because technically it is refraction of light through the hairs. There is an option to move this component to the “specular” channel (see attachment).